Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/8/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> Based on the quake code here is what the move command passes:
>
> BYTE 3 (means move)
> FLOAT time (Used to calculate lag, ping, and movement)
> ANGLE viewangle X
> ANGLE viewangle Y
> ANGLE viewangle Z
>
> // The next three are the velocity of the player
> SHORT forward_movement
> SHORT sideway_movement
> SHORT up_movement
>
> BYTE bits (for attack and jump)
> BYTE impluse
>
> "I don't have the SDK at work, so I can't check anything atm, but I am still
> working on HL1 so I'm wondering if there has been any major changes to the
> networking code for HL2. I think it's at least as spoofable as people seem
> to have similar issues."
>
> As martino wrote about HL2 lag compensation:
>
> " The extra lantency caused by lower update rates is part of the general
> client latency. The actual code uses timestamps send with the user commands
> to set the execution time. These timestamps are checked against the average
> latency and if they are within a valid range, these timestamps are used
> since they are more precise then the calculation as stated in the doc. We
> can't fully rely on these timestamps since "speedhackers" could alter them."
>
> It appears HL2 has some level of detection for this, just do not know to
> what extent.

Where did you get that from? Not saying you're wrong, just want to
read the whole thing :)

> "It would seem that if the client sends it's game time with it's packets
> then it really is trivial to stop speed hacks. It becomes very simple to
> calculate velocity/time and compare that to sv_maxspeed. It also becomes
> trival to simply ignore any packet from the future."
>
> sv_maxspeed is irrelevant. Calcs for maxspeed are already part of the
> velocity calculation and are correct. The key is the differences in the time
> stamps between packets compared to differences in real world time of when
> the packets arrived. If you compare the delta's of the message embedded
> times to the delta's of the real world times of when the packets arrived it
> should work (in theory). So if embedded delta's of the last two messages are
> 100 yet the real world delta's of when the packets arrived is 5 you would
> know something was up.
>
> The danger is a laggy player could appear as a speed hacker if you make the
> detection too sensitive (since network lag and UDP packet loss really do
> happen). So that leaves a window where some speed hacking will always be
> possible.

Two things, first wouldn't lagged players be sending you older
packets/times not future ones? Second, I think it should be up to the
server admin to choose to support HPB's if it's the main reason speed
hacks exist.

Jeff

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RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Deadman Standing
Based on the quake code here is what the move command passes:

BYTE 3 (means move)
FLOAT time (Used to calculate lag, ping, and movement)
ANGLE viewangle X
ANGLE viewangle Y
ANGLE viewangle Z

// The next three are the velocity of the player
SHORT forward_movement
SHORT sideway_movement
SHORT up_movement

BYTE bits (for attack and jump)
BYTE impluse

"I don't have the SDK at work, so I can't check anything atm, but I am still
working on HL1 so I'm wondering if there has been any major changes to the
networking code for HL2. I think it's at least as spoofable as people seem
to have similar issues."

As martino wrote about HL2 lag compensation:

" The extra lantency caused by lower update rates is part of the general
client latency. The actual code uses timestamps send with the user commands
to set the execution time. These timestamps are checked against the average
latency and if they are within a valid range, these timestamps are used
since they are more precise then the calculation as stated in the doc. We
can't fully rely on these timestamps since "speedhackers" could alter them."

It appears HL2 has some level of detection for this, just do not know to
what extent.

"It would seem that if the client sends it's game time with it's packets
then it really is trivial to stop speed hacks. It becomes very simple to
calculate velocity/time and compare that to sv_maxspeed. It also becomes
trival to simply ignore any packet from the future."

sv_maxspeed is irrelevant. Calcs for maxspeed are already part of the
velocity calculation and are correct. The key is the differences in the time
stamps between packets compared to differences in real world time of when
the packets arrived. If you compare the delta's of the message embedded
times to the delta's of the real world times of when the packets arrived it
should work (in theory). So if embedded delta's of the last two messages are
100 yet the real world delta's of when the packets arrived is 5 you would
know something was up.

The danger is a laggy player could appear as a speed hacker if you make the
detection too sensitive (since network lag and UDP packet loss really do
happen). So that leaves a window where some speed hacking will always be
possible.



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Tuesday, June 07, 2005 8:24 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live

I don't think it passes velocity, what Botman said was that it passes
the impulse keys and that the server calculates your velocity from
your existing velocity and the effect those impulse keys have on that
velocity.



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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/8/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeffrey "botman" Broome wrote:
> >
> > Use the source Luke...
> >
> > src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
> > src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)
> >
> > UserCmd is what's passed from the client to the server when a client
> > moves, jumps, ducks, fires weapon, etc.
> >
> > Any magic that happens will happen in side there.  :)
>
> Doooh!  I hit "Send" to quick.

Two mistakes, you are HUMAN! ;)

> You'll notice that "forwardmove" and "sidemove" are 'floats' so I was
> wrong.  The total amount of movement is passed from the client to the
> server saying "I've moved THIS much during the last tick.".
>
> Now it becomes obvious how sending packets with "I've moved X amount
> during the last Y seconds" can cause the player to move faster than
> normal on the server if the client lies about how much the client has
> moved or how long/short the time interval was.

It still is not obvious, to me at least, why solving or at least
highly limiting the spoofing of this is difficult.

I don't have the SDK at work, so I can't check anything atm, but I am
still working on HL1 so I'm wondering if there has been any major
changes to the networking code for HL2. I think it's at least as
spoofable as people seem to have similar issues.

Jeff

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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \"botman\" Broome

Jeff Fearn wrote:

On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote:


Ask someone at Valve :)



Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)


Use the source Luke...

src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)

UserCmd is what's passed from the client to the server when a client
moves, jumps, ducks, fires weapon, etc.

Any magic that happens will happen in side there.  :)

--
Jeffrey "botman" Broome

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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \"botman\" Broome

Jeffrey "botman" Broome wrote:


Use the source Luke...

src\game_shared\usercmd.h (see the "CUserCmd& operator =" function)
src\game_shared\usercmd.cpp (see the WriteUserCmd & ReadUserCmd functions)

UserCmd is what's passed from the client to the server when a client
moves, jumps, ducks, fires weapon, etc.

Any magic that happens will happen in side there.  :)


Doooh!  I hit "Send" to quick.

You'll notice that "forwardmove" and "sidemove" are 'floats' so I was
wrong.  The total amount of movement is passed from the client to the
server saying "I've moved THIS much during the last tick.".

Now it becomes obvious how sending packets with "I've moved X amount
during the last Y seconds" can cause the player to move faster than
normal on the server if the client lies about how much the client has
moved or how long/short the time interval was.

--
Jeffrey "botman" Broome

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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/7/05, McCormack, Chris <[EMAIL PROTECTED]> wrote:
> Ask someone at Valve :)

Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)

Jeff

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[hlcoders] Maya exporter for OS X

2005-06-07 Thread James Williams
This has probably been asked several times before, but is there any
possibility of getting a Maya export plugin for OS X? If we had the
source for the exporter, we could likely port it without _too_ much
difficulty, but I believe all we have is the 3DSMax exporter. If a
port isn't done by Valve (rather likely), would it be possible to
acquire the source for the Windows one so we can port it ourselves?

--
-James "Corvidae" Williams ([EMAIL PROTECTED])

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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/7/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> LOl, it is the same thing. The movement command is based on time, that is
> why velocity not position is passed. Keep in mind velocity is a measurement
> of distance over time. If you advance time it thinks you traveled farther.

I don't think it passes velocity, what Botman said was that it passes
the impulse keys and that the server calculates your velocity from
your existing velocity and the effect those impulse keys have on that
velocity.

Are you saying that the server is ticking along and the client is
ticking at say twice as fast and the server processes ticks from the
client that the servers knows are in future?

It would seem that if the client sends it's game time with it's
packets then it really is trivial to stop speed hacks. It becomes very
simple to calculate velocity/time and compare that to sv_maxspeed. It
also becomes trival to simply ignore any packet from the future.

It's also fairly simple to modify that to handle teleporters and such,
which aren't used in most mods anyway.

It's a little more difficult, but not hugely so, to include the
effects of known environmental effects, like explosions and vehicles
etc.

> You can look at the old quake code to get a fell how this is done. Also look
> on the web, there are some open source hacks out there. They basically speed
> time up for the program.

This is an easy fix, ignore packets from more than a few seconds in
the future. This wouldn't completely remove such hacks, but it would
certainly limit them significantly.

I suppose what I'm trying to find out is why this is hard to fix, I
haven't heard any reason I would consider a blocker to significantly
reducing the effectiveness of these hacks.

Jeff

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Re: [OT] [hlcoders] as maps and chickens

2005-06-07 Thread tei


chickens,.. who cares of chickens? what everybody want its a mod "Kill
the kittens" with Domo-kun player models !!

http://cardhouse.com/travel/japan/domokun.htm




McCormack, Chris wrote:

Good luck with that btw, as_highrise was one of the best cs maps ever.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of LDuke
Sent: 07 June 2005 03:32
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] as maps and chickens


Sorry, I'll try there.

I started programming a couple months ago, and this is the only list
I've been reading so it was the one I thought of.


On 6/6/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:


It all sounds well and good, but this is more for the
mappers mail list

--- LDuke <[EMAIL PROTECTED]> wrote:



I'm a huge CS fan and tried my hand at mapping
before I moved on to
server plugins. When CSS came out and didn't have
the chickens, I
thought it would be fun to make a map where the
chickens had been
found and, instead of rescuing hostages or
preventing a bombing, the
CT's had to rescue the chickens. I finally completed
a release version
of cs_chickenrun this month.

After the release, I was contacted by Eric from
BringBackTheChickens.com. He wants me to make a map
specifically
designed for BBTC in the hopes of bringing more
attention to his
cause, specifically more attention from the people
at Valve.
Apparently, he has both of the original creators of
cs_italy
supporting him in his "cause."

I would just like to know, what are the chances that
the chickens will
ever be added to CS:Source?

It seems like a lot of the missing classic stuff is
important to the
CS fans. I've seen so much about as_oilrig, that I'm
writing a server
plugin to allow as_ style maps to be played. I've
just reached a
working beta stage now using one of the HL2 models
as the VIP. Not
that I'm saying Valve should add as_ maps. That
would make my plugin
useless :) I'm also considering a plugin to allow
players to choose
from 1 of 4 custom models, similar to how CS had the
4 models per team
(and yes I will use the Valve provided menu system).

I've rambled, but I guess mostly I'd just like to
know if adding the
chickens to cs_italy is something that would even be
considered.

Thank you,
L. Duke



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RE: [hlcoders] as maps and chickens

2005-06-07 Thread McCormack, Chris
Good luck with that btw, as_highrise was one of the best cs maps ever.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of LDuke
Sent: 07 June 2005 03:32
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] as maps and chickens


Sorry, I'll try there.

I started programming a couple months ago, and this is the only list
I've been reading so it was the one I thought of.


On 6/6/05, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
> It all sounds well and good, but this is more for the
> mappers mail list
>
> --- LDuke <[EMAIL PROTECTED]> wrote:
>
> > I'm a huge CS fan and tried my hand at mapping
> > before I moved on to
> > server plugins. When CSS came out and didn't have
> > the chickens, I
> > thought it would be fun to make a map where the
> > chickens had been
> > found and, instead of rescuing hostages or
> > preventing a bombing, the
> > CT's had to rescue the chickens. I finally completed
> > a release version
> > of cs_chickenrun this month.
> >
> > After the release, I was contacted by Eric from
> > BringBackTheChickens.com. He wants me to make a map
> > specifically
> > designed for BBTC in the hopes of bringing more
> > attention to his
> > cause, specifically more attention from the people
> > at Valve.
> > Apparently, he has both of the original creators of
> > cs_italy
> > supporting him in his "cause."
> >
> > I would just like to know, what are the chances that
> > the chickens will
> > ever be added to CS:Source?
> >
> > It seems like a lot of the missing classic stuff is
> > important to the
> > CS fans. I've seen so much about as_oilrig, that I'm
> > writing a server
> > plugin to allow as_ style maps to be played. I've
> > just reached a
> > working beta stage now using one of the HL2 models
> > as the VIP. Not
> > that I'm saying Valve should add as_ maps. That
> > would make my plugin
> > useless :) I'm also considering a plugin to allow
> > players to choose
> > from 1 of 4 custom models, similar to how CS had the
> > 4 models per team
> > (and yes I will use the Valve provided menu system).
> >
> > I've rambled, but I guess mostly I'd just like to
> > know if adding the
> > chickens to cs_italy is something that would even be
> > considered.
> >
> > Thank you,
> > L. Duke
> >
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RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Deadman Standing
LOl, it is the same thing. The movement command is based on time, that is
why velocity not position is passed. Keep in mind velocity is a measurement
of distance over time. If you advance time it thinks you traveled farther.

You can look at the old quake code to get a fell how this is done. Also look
on the web, there are some open source hacks out there. They basically speed
time up for the program.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Tuesday, June 07, 2005 3:37 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live

On 6/6/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> It is based on world time, not # of commands. A speed hack is essentially
an
> exploit of the server's lag compensation. Number of commands is
irrelevant.
> A speed hack would still work if you were to only send a packet a second.

I think you are wrong, Botman said this earlier:

On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulses per second that allows speed hacking?
>
> Yes, I believe that is correct.  The player sends movement commands to
> the server and the server says "H, okay you are moving in this
> direction, let me calculate your new velocity and location based on
> where I think you were before and which way you were going before and
> then I'll send that information back to you."  The client doesn't even
> specify HOW MUCH they moved (i.e. the distance during that update).  The
> client only says "I'm moving THIS way now".

So now I'm stuck, do I believe Botman or Deadman!

Jeff

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RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread McCormack, Chris
Ask someone at Valve :)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jeff Fearn
Sent: 07 June 2005 08:37
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is
live


On 6/6/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> It is based on world time, not # of commands. A speed hack is essentially an
> exploit of the server's lag compensation. Number of commands is irrelevant.
> A speed hack would still work if you were to only send a packet a second.

I think you are wrong, Botman said this earlier:

On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulses per second that allows speed hacking?
>
> Yes, I believe that is correct.  The player sends movement commands to
> the server and the server says "H, okay you are moving in this
> direction, let me calculate your new velocity and location based on
> where I think you were before and which way you were going before and
> then I'll send that information back to you."  The client doesn't even
> specify HOW MUCH they moved (i.e. the distance during that update).  The
> client only says "I'm moving THIS way now".

So now I'm stuck, do I believe Botman or Deadman!

Jeff

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Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
On 6/6/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> It is based on world time, not # of commands. A speed hack is essentially an
> exploit of the server's lag compensation. Number of commands is irrelevant.
> A speed hack would still work if you were to only send a packet a second.

I think you are wrong, Botman said this earlier:

On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulses per second that allows speed hacking?
>
> Yes, I believe that is correct.  The player sends movement commands to
> the server and the server says "H, okay you are moving in this
> direction, let me calculate your new velocity and location based on
> where I think you were before and which way you were going before and
> then I'll send that information back to you."  The client doesn't even
> specify HOW MUCH they moved (i.e. the distance during that update).  The
> client only says "I'm moving THIS way now".

So now I'm stuck, do I believe Botman or Deadman!

Jeff

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Re: [hlcoders] m_Skins on models and other things

2005-06-07 Thread Knifa

Natural Selection


dunno what "ns" is ?

r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: 
Sent: Monday, June 06, 2005 11:14 PM
Subject: Re: [hlcoders] m_Skins on models and other things



you mean like the "flashlight" effect in ns, when you
play aliens?

--- "r00t 3:16" <[EMAIL PROTECTED]> wrote:


I have something I am working which (if possible)
would allow the modelor to
set a special skin for certain effects.

Is it possible to change to the special skin so only
certain players can see
the special skin?

Hopefully I explained that enough..


r00t 3:16
CQC Gaming
www.cqc-gaming.com


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